(Story Mode:) Massive VN campaign that serves as an effective intro to BlazBlue's world with a few charming moments and tons of comedic fanservice; you can tell where it stretches itself thin, and Aksys writing leaves a bit to be desired. (The fighting is still fun as hell, as you might expect.)

(Story Mode:) Interesting sci-fi premise that assumes too much and too little of its viewer. Worth playing after Continuum Shift just to get a better idea of what Hakumen's whole deal is.

This review contains spoilers

A very charming journey through an alternate-history London filled with a variety of anime suitors I found to have interesting personalities and life circumstances; my only problems with it are its surface-level analysis of how to appropriately react to tragedy -and- its insistence on labeling one guy's route as the canonical one.

This ended up surprisingly being one of the best RPGs I've played to date; very open and exploratory, I found it very good at encouraging the player to change tactics turn-by-turn.

Archaic in ways but plenty approachable in others, a charming little journey through a simplistic RPG world.

Tearaway's a little slow to start (the first hour is riddled with tutorials) and pushes its connected features more than I'd like, but otherwise a really nice experience all around. It's especially worth it if you take the time to explore and learn how to make fun cutout shapes using the touchpad; the value of this game increases proportionally to what you put into it. Aside from that, go in with as little foreknowledge as possible and it'll probably genuinely surprise you.